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Tying voice files to specific animations?

Started by Nergal, July 21, 2008, 01:44:23 PM

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Nergal

Hey everyone, got a question for ya. Is it possible to tie a voice effect to a specific animation?

For instance, I've got the jedi meshes and animations that gni worked up. I've worked up a sound effect for an animation entitled "melee_lightsaber_3", a lightsaber attack with three contacts. Naturally, I don't want the hum and swing of a lightsaber playing for an unarmed attack. So can I point a spound file towards that nimation and that animation alone?

Any help here would be awesome ^.^

Nergal.

stumpy

This is out of my area of expertise, but I think the approach there is to tie the sound to the FX for the attack. Animations don't generally have sounds associated with them, but FX do and I am pretty sure you can use your sound file with an FX, though someone else (maybe in the FX forum) will have to tell you how. It may be as simple as putting things in the right spot and adding entries to the Sounds and FX tabs in FFEdit.

Panther_Gunn

Quote from: stumpy on July 21, 2008, 02:28:54 PMIt may be as simple as putting things in the right spot and adding entries to the Sounds and FX tabs in FFEdit.

It pretty much is that simple.  Under the Sounds folder there is a Powers folder.  That's where any custom FX-related sound files go.  Find an EZFX installed fx with custom sound on the Sounds tab for a good example of how it's set up.  I'm not at my computer right now, but off the top of my head look for the blaster effects (you'll want these anyway, since you're heavy into Star Wars).  Just click around & see how they're set up for melee vs. ranged, and you should get the hang of it.  You can play with the Loop, Repeat, and other such things if you want, but unless you know exactly what you're doing (and know what all those things do), I'd recommend just copying a similar one, as trial & error with that stuff could take quite a long time.

I don't recall any particular FX being made for lightsabres yet, but you might be able to adapt one of the Energy Punch ones (depending on the color of the sabre), or just make a copy of the Default Punch (or whatever it's called), as I think that may have no actual (or very little) visible effect tied to it.  You'd need to make a new copy of it in the FX tab (just copy & rename), and then make entries for it on the Sound tab, linking it to your sound file.

Of course, posting all of this stuff straight out of memory, I may have made a mis-step somewhere, so don't take every syllable I typed as gospel.  If someone corrects me (Prev), they're most likely closer to the answer than I am at the moment.

Nergal

Well, see, there's the problem. I do know how to edit/change fx (and may be doing some for lightsabers in the very near future after hearing that); the intention is to use an energy punch base with only the sizzle/crack of the blade colliding withe the target. A number of the animations, not cpunting those that I intend to add once I finally get ahold of my friend's copy of 3ds max (Yay art majors!) have multiple contacts, and, using the animation fx manner of sound manipulation, the sound just would be smooth enough; there would be no ignition hiss or off sound, there wouldn't be even a sound of movement from a contact that misses... It would just be a choppy affair.

That's why I was hoping there'd be some way of tying to voice listings the same way you'd do with a character's getting stunned, or attacking, or being ko'd, or responding to selection, or what have you. I'd have figured this out/debunked this for myself already if I could just get my hands on a *thorough* mapping/explaination of syntax for editing FF's voice entries.

If anyone finds/has one, I'd love a copy or url!

And thanks for the input, guys! If that what it comes down to, that's what it comes down to. But here's hoping there's a way.

Nergal.